It would be good to have the option to recall the buckets’ names after a frame has finished in the VFB.
Recently, I walked away from a render only to find a couple buckets ‘lighter’ than the others. I’d like to know if it was one computer in particular that is having issues instead of having to dig through each system and troubleshoot.
I was just about to post this same wish. as i’m looking at a render with 2 buckets clearly darker than the rest.
I was thinking it might be a good thing to have it in the form of a g-buffer layer, an option to save and write teh bucket names into this layer for later overlay for debugging purposes.
! it continues to render even though it wasn’t able to recieve the irradiance map from the host machine.. why would that possibly be a good idea? Shouldn’t it sleep for a few seconds, and try sending again?
Yeah - doesn’t seem too hard to implement since it’s already on screen for a brief period of time - but then again, what the hell do I know. I know nothing - that much I do know. I guess the bucket names are really controlled by Max itself and it is just ‘enabled’ in Vray now. I hope the can work some miracles here.
As for that problem Dave, I’ve had this with other GI methods and mentioned this before. If you set up a fairly simple scene with camera animation then try to render it frame by frame over DR, it can do the same thing. The buckets can skip before it’s loaded.
My latest issue turned out to be a referencing a different material with duplicate name - so that wouldn’t have been much help in this particular situation.
i actually had to ditch DR in favor of ‘getting the job done’ sadly. it may have been a problem loading a bitmap over the network, but there isn’t any real way to find out whats going on. the fact that it will just continue to render if it fails to load an asset is probably good, but there needs to be some sort of log of it so as to make these ‘4 buckets are brighter’ thing less of an issue.
it was also btw, having the same problem without posting anything to the log most of the time.
My issue was duplicate material names so the buckets were completely random - it would be nice to have a check/script that could detect if they’re referencing same names with either different file sizes or dates modified over the network.
Chances are if you were experiencing solid renders in the past on the same setup, then it’s a bitmaps conflict.
And yea, i know what the problem was here, my license server crashed after the job had started.. but its just a case of 'Which slave couldn’t get a license?!